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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9845446" data-attributes="member: 7025508"><p>Please be more, specific, what best practices? I don't think it weaseling for a prowly chracter trying to engage things in preowly way for example.</p><p></p><p></p><p></p><p>I mean this is again just mostly how players describe things.</p><p></p><p>Prowl says:</p><p><em>You might attack someone from hiding with a backstab or blackjack. You could try to waylay a victim in the midst of battle (but Skirmishing might be better).</em></p><p></p><p>So I can just flat out use this in combat, but skirmishing might be better. It might. When it might? What level of distraction there needs to be when it no longer might not? Like the players are creative people, they can most of the time describe things so that uses of different skills sounds plausible, especially when working together.</p><p></p><p>Again, are you saying we should not do this? I should not see that I have three dots in prowl and no dots in skirmish* and not try to describe my actions so that use of prowl to attack sounds plausible? And if I am not supposed to do this, why create this obvious incentive? Just say which skill is used for melee attacks, period, so this waffling does not occur.</p><p></p><p>(* My character actually has thee dots in both (and finesse,) as I got tired of the haggling, but that is suboptimal in this game. You should not invest in skills that overlap, beyond the first point for resistance.)</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9845446, member: 7025508"] Please be more, specific, what best practices? I don't think it weaseling for a prowly chracter trying to engage things in preowly way for example. I mean this is again just mostly how players describe things. Prowl says: [I]You might attack someone from hiding with a backstab or blackjack. You could try to waylay a victim in the midst of battle (but Skirmishing might be better).[/I] So I can just flat out use this in combat, but skirmishing might be better. It might. When it might? What level of distraction there needs to be when it no longer might not? Like the players are creative people, they can most of the time describe things so that uses of different skills sounds plausible, especially when working together. Again, are you saying we should not do this? I should not see that I have three dots in prowl and no dots in skirmish* and not try to describe my actions so that use of prowl to attack sounds plausible? And if I am not supposed to do this, why create this obvious incentive? Just say which skill is used for melee attacks, period, so this waffling does not occur. (* My character actually has thee dots in both (and finesse,) as I got tired of the haggling, but that is suboptimal in this game. You should not invest in skills that overlap, beyond the first point for resistance.) [/QUOTE]
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